/* * Copyright (C) 2010, Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ module audio { interface [ Conditional=WEB_AUDIO, GenerateConstructor, GenerateToJS ] AudioPannerNode : AudioNode { // Panning model const unsigned short EQUALPOWER = 0; const unsigned short HRTF = 1; const unsigned short SOUNDFIELD = 2; // Default model for stereo is HRTF attribute unsigned long panningModel; // FIXME: use unsigned short when glue generation supports it // Uses a 3D cartesian coordinate system void setPosition(in float x, in float y, in float z); void setOrientation(in float x, in float y, in float z); void setVelocity(in float x, in float y, in float z); // Distance model attribute unsigned long distanceModel; // FIXME: use unsigned short when glue generation supports it attribute float refDistance; attribute float maxDistance; attribute float rolloffFactor; // Directional sound cone attribute float coneInnerAngle; attribute float coneOuterAngle; attribute float coneOuterGain; // Dynamically calculated gain values readonly attribute AudioGain coneGain; readonly attribute AudioGain distanceGain; }; }